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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.44 by root, Mon Jan 15 15:41:09 2007 UTC vs.
Revision 1.78 by root, Mon Oct 22 03:11:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
84 materialtype_t *mt; 80 materialtype_t *mt;
85 81
86 if (op->materialname == NULL) 82 if (op->materialname == NULL)
87 { 83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
95 if (mt == NULL) 91 if (!mt)
96 return TRUE; 92 return TRUE;
97 93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
163 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 163 */
166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
167 { 165 {
168 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
169 167
170 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
171 169
172 if (op) 170 if (op)
173 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
269 * op is going in direction 'dir' 267 * op is going in direction 'dir'
270 * type is the attacktype of the object. 268 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
273 */ 271 */
274
275int 272int
276hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
277{ 274{
278 maptile *map; 275 maptile *map;
279 sint16 x, y; 276 sint16 x, y;
285 return 0; 282 return 0;
286 } 283 }
287 284
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 { 286 {
290 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
291 return 0; 288 return 0;
292 } 289 }
293 290
294 if (!op->map) 291 if (!op->map)
295 { 292 {
312 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
313 310
314 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
315 return 0; 312 return 0;
316 313
317 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
318 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
319 */ 316 */
320 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 { 318 {
322 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
373 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
374 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
375 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
376 * destroyed right now. 373 * destroyed right now.
377 */ 374 */
378 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
379 { 376 {
380 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
381 378
382 if (op->destroyed ()) 379 if (op->destroyed ())
383 break; 380 break;
616 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
617 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
618 else 615 else
619 { 616 {
620 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
621 if (dam != 0) 619 if (dam != 0)
622 { 620 {
623 if (dam < 10) 621 if (dam < 10)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
625 else if (dam < 20) 623 else if (dam < 20)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
627 else 625 else
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
629 } 627 }
630 } 628 }
629
631 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
632 } /* end of player hitting player */ 631 } /* end of player hitting player */
633 632
634 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
635 { 634 {
636 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
637 if (dam != 0) 637 if (dam != 0)
638 { 638 {
639 if (dam < 10) 639 if (dam < 10)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
641 else if (dam < 20) 641 else if (dam < 20)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
643 else 643 else
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
645 } 645 }
646
646 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
647 } 648 }
648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 { 650 {
650 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
652 { 653 {
653 i = 4; 654 i = 4;
654 map = hitter->map; 655 map = hitter->map;
655 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
656 return; 657 return;
658
657 next = GET_MAP_OB (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next) 660 if (next)
659 while (next) 661 while (next)
660 { 662 {
661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662 i *= 3; 664 i *= 3;
665
663 tmp = next; 666 tmp = next;
664 next = tmp->above; 667 next = tmp->above;
665 } 668 }
669
666 if (i < 0) 670 if (i < 0)
667 return; 671 return;
672
668 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
669 return; 674 return;
670 } 675 }
671 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
672 return; 677 return;
678
673 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
674 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
675 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
676 } 682 }
677} 683}
678 684
679 685
683 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684 { 690 {
685 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
686 return 1; 692 return 1;
687 } 693 }
694
688 if ((*target)->head) 695 if ((*target)->head)
689 *target = (*target)->head; 696 *target = (*target)->head;
697
690 if ((*hitter)->head) 698 if ((*hitter)->head)
691 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
692 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
693 { 702 {
694 *simple_attack = 1; 703 *simple_attack = 1;
695 return 0; 704 return 0;
696 } 705 }
706
697 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
698 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
699 { 711 {
700 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
701 return 1; 714 return 1;
702 } 715 }
716
703 *simple_attack = 0; 717 *simple_attack = 0;
704 return 0; 718 return 0;
705} 719}
706 720
707static int 721static int
743 757
744 /* 758 /*
745 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
747 */ 761 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
749 { 763 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
754 */ 768 */
755 op->speed_left--; 769 --op->speed_left;
756 process_object (op); 770 process_object (op);
757 771
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 goto error; 773 goto error;
760 } 774 }
770 /* See if we hit the creature */ 784 /* See if we hit the creature */
771 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 { 786 {
773 int hitdam = base_dam; 787 int hitdam = base_dam;
774 788
775 if (settings.casting_time == TRUE)
776 {
777 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
778 {
779 hitter->casting_time = -1;
780 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
781 }
782 if ((op->casting_time > -1) && (hitdam > 0))
783 {
784 op->casting_time = -1;
785 if (op->type == PLAYER)
786 {
787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
789 }
790 }
791 }
792 if (!simple_attack) 789 if (!simple_attack)
793 { 790 {
794 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
795 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
796 * -b.t. */ 793 * -b.t. */
804 801
805 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
807 { 804 {
808 make_visible (op); 805 make_visible (op);
806
809 if (op->type == PLAYER) 807 if (op->type == PLAYER)
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
811 } 809 }
812 810
813 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
867} 865}
868 866
869int 867int
870attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
871{ 869{
872
873 if (hitter->head)
874 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
875 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
876} 873}
877 874
878/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
879 * 876 *
888 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
889 * stick around. 886 * stick around.
890 */ 887 */
891 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
892 { 889 {
893 if (tmp->head != NULL)
894 tmp = tmp->head; 890 tmp = tmp->head_ ();
895 891
896 op->remove (); 892 op->remove ();
897 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
898 894
899 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
1006 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1007 } 1003 }
1008 1004
1009 return op; 1005 return op;
1010} 1006}
1011
1012 1007
1013void 1008void
1014tear_down_wall (object *op) 1009tear_down_wall (object *op)
1015{ 1010{
1016 int perc = 0; 1011 int perc = 0;
1065 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1066 if (!target->enemy) 1061 if (!target->enemy)
1067 target->enemy = owner; 1062 target->enemy = owner;
1068} 1063}
1069 1064
1070
1071/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1074 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1075 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1086 return 0; 1080 return 0;
1087 } 1081 }
1088 1082
1089 if (dam < 0) 1083 if (dam < 0)
1090 { 1084 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1092 return 0; 1087 return 0;
1093 } 1088 }
1094 1089
1095 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096 * people can't mess with that or it otherwise get confused. */ 1091 * people can't mess with that or it otherwise get confused. */
1097 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1098 return dam; 1093 return dam;
1099 1094
1100 if (hitter->slaying) 1095 if (hitter->slaying)
1101 { 1096 {
1102 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1103 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1104 { 1099 {
1105 doesnt_slay = 0; 1100 doesnt_slay = 0;
1106 dam *= 3; 1101 dam *= 3;
1107 } 1102 }
1108 } 1103 }
1122 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1123 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1124 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1125 * special processing is needed */ 1120 * special processing is needed */
1126 1121
1127 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1128 return 0; 1125 return 0;
1129 1126
1130 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1131 1128
1132 switch (attacknum) 1129 switch (attacknum)
1182 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1183 op->drain_stat (); 1180 op->drain_stat ();
1184 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1185 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1186 } 1183 }
1184
1187 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1188 } 1186 }
1189 break; 1187 break;
1190 1188
1191 case ATNR_ACID: 1189 case ATNR_ACID:
1201 if (tmp->invisible) 1199 if (tmp->invisible)
1202 continue; 1200 continue;
1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1204 /* >= 10% acid res. on items will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1205 continue; 1203 continue;
1206 if (!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1207 continue; 1205 continue;
1208 if (tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1209 continue; 1207 continue;
1210 if (tmp->type == RING 1208 if (tmp->type == RING
1211 /* removed boots and gloves from exclusion list in PR */ 1209 /* removed boots and gloves from exclusion list in PR */
1269 * exp, but the wiz would still lose exp! If drainee is a wiz, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens. 1268 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1273 */ 1271 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1275 { 1273 {
1276 object *owner = hitter->owner; 1274 object *owner = hitter->owner;
1277 1275
1278 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1279 { 1277 {
1280 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 } 1281 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 1285
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 1287 }
1291 1288
1292 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1293 * drain attack, you won't know that you are actually sucking out EXP, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1305 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1306 int div = 1; 1303 int div = 1;
1307 1304
1308 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1309 * at half strength */ 1306 * at half strength */
1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1311 div = 2; 1308 div = 2;
1309
1312 /* Give a bonus if you resist turn undead */ 1310 /* Give a bonus if you resist turn undead */
1313 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1314 scare_creature (op, owner); 1312 scare_creature (op, owner);
1315 } 1313 }
1316 else 1314 else
1322 case ATNR_DEATH: 1320 case ATNR_DEATH:
1323 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1324 break; 1322 break;
1325 1323
1326 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 1326 dam = 0;
1329 break; 1327 break;
1330 1328
1331 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1333 dam = 0; 1331 dam = 0;
1334 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1335 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1336 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1337 * does no damage. */ 1335 * does no damage. */
1409 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1410 const char *skill; 1408 const char *skill;
1411 int maxdam = 0; 1409 int maxdam = 0;
1412 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1413 int pk = 0; /* true if op and what controls hitter are both players */ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1414 object *owner = NULL; 1412 object *owner = 0;
1415 object *skop = NULL; 1413 object *skop = 0;
1416 1414
1417 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1418 return -1; 1416 return -1;
1419 1417
1420 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1430 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1431 1429
1432 if (op->type == DOOR) 1430 if (op->type == DOOR)
1433 { 1431 {
1434 op->set_speed (0.1); 1432 op->set_speed (0.1f);
1435 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1436 return maxdam; 1434 return maxdam;
1437 } 1435 }
1438 1436
1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440 { 1438 {
1441 remove_friendly_object (op);
1442
1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1444 op->owner->contr->ranges[range_golem] = 0;
1445
1446 op->destroy (); 1439 op->destroy ();
1447 return maxdam; 1440 return maxdam;
1448 } 1441 }
1449 1442
1450 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1494 else 1487 else
1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1496 1489
1497 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1498 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1500 } 1493 }
1501 1494
1502 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1503 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1504 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1509 */ 1502 */
1510 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1511 owner->change_luck (-settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1512 1505
1513 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1514 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1515 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1516 */ 1509 */
1517 skill = 0; 1510 skill = 0;
1518 1511
1519 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1520 skill = hitter->skill; 1513 skill = hitter->skill;
1521 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1522 { 1515 {
1523 skill = owner->chosen_skill->skill;
1524 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1525 } 1518 }
1526 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1527 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1528 else 1521 else
1529 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1530 1523
1531 /* We have the skill we want to credit to - now find the object this goes 1524 /* We have the skill we want to credit to - now find the object this goes
1532 * to. Make sure skop is an actual skill, and not a skill tool! 1525 * to. Make sure skop is an actual skill, and not a skill tool!
1533 */ 1526 */
1534 if ((!skop || skop->type != SKILL) && skill) 1527 if ((!skop || skop->type != SKILL) && skill)
1535 { 1528 {
1536 int i; 1529 int i;
1537 1530
1563 skill = skop->skill; 1556 skill = skop->skill;
1564 1557
1565 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1566 1559
1567 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1569 { 1562 {
1570 int exp; 1563 int exp;
1571 1564
1572 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1600 if (owner->type != PLAYER || owner->contr->party == NULL) 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1601 change_exp (owner, exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1602 else 1595 else
1603 { 1596 {
1604 int shares = 0, count = 0; 1597 int shares = 0, count = 0;
1605 player *pl;
1606 partylist *party = owner->contr->party; 1598 partylist *party = owner->contr->party;
1607 1599
1608 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1609 1601
1610 for_all_players (pl) 1602 for_all_players (pl)
1641 { 1633 {
1642 object *owner1 = op->owner; 1634 object *owner1 = op->owner;
1643 1635
1644 if (owner1 && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1645 { 1637 {
1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1647 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* Maybe we should include the owner that killed this, maybe not */
1648 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1649 } 1641 }
1650 1642
1651 remove_friendly_object (op); 1643 remove_friendly_object (op);
1669} 1661}
1670 1662
1671/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1672 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1673 */ 1665 */
1674
1675int 1666int
1676friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1677{ 1668{
1678 object *owner; 1669 object *owner;
1679 int friendlyfire; 1670 int friendlyfire;
1698 } 1689 }
1699 1690
1700 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1701 friendlyfire = 0; 1692 friendlyfire = 0;
1702 } 1693 }
1694
1703 return friendlyfire; 1695 return friendlyfire;
1704} 1696}
1705
1706 1697
1707/* This isn't used just for players, but in fact most objects. 1698/* This isn't used just for players, but in fact most objects.
1708 * op is the object to be hit, dam is the amount of damage, hitter 1699 * op is the object to be hit, dam is the amount of damage, hitter
1709 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1710 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1728 1719
1729 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1730 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1731 return 0; 1722 return 0;
1732 1723
1733#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1734 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1735 { 1726 {
1736 object *owner = hitter->owner; 1727 object *owner = hitter->owner;
1737 1728
1738 if (!owner) 1729 if (!owner)
1739 owner = hitter; 1730 owner = hitter;
1740 1731
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1742 return 0; 1736 return 0;
1743 } 1737 }
1744#endif
1745 1738
1746 if (body_attack) 1739 if (body_attack)
1747 { 1740 {
1748 /* slow and paralyze must hit the head. But we don't want to just 1741 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still 1742 * return - we still need to process other attacks the spell still
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 { 1774 {
1782 /* FIXME: If a player is killed by a rune in a door, the 1775 /* FIXME: If a player is killed by a rune in a door, the
1783 * destroyed() check above doesn't return, and might get here. 1776 * destroyed() check above doesn't return, and might get here.
1784 */ 1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1786 return 0; 1785 return 0;
1787 } 1786 }
1788 1787
1789#ifdef ATTACK_DEBUG 1788#ifdef ATTACK_DEBUG
1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1796 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1797 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1798 if (dam >= 100) 1797 if (dam >= 100)
1799 dam /= 100; 1798 dam /= 100;
1800 else 1799 else
1801 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1802 } 1801 }
1803 1802
1804 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1803 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1805 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1806 */ 1805 */
1822 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1823 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1824 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1825 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1826 (hitter->title != NULL 1825 (hitter->title != NULL
1827 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1828 return 0; 1827 return 0;
1829 } 1828 }
1830 1829
1831 maxattacktype = type; /* initialise this to something */ 1830 maxattacktype = type; /* initialise this to something */
1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1864 */ 1863 */
1865 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1866 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1867 { 1866 {
1868 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1869#ifndef COZY_SERVER
1870 maxdam++;
1871#endif
1872 1868
1873#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1874 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1875 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876#endif 1872#endif
1877 } 1873 }
1878 1874
1879 if (!full_hit) 1875 if (!full_hit)
1880 { 1876 {
1881 archetype *at;
1882 int area; 1877 int area;
1883 int remainder; 1878 int remainder;
1884 1879
1885 area = 0; 1880 area = 0;
1886 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1887 area++; 1883 area++;
1884
1888 assert (area > 0); 1885 assert (area > 0);
1889 1886
1890 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1891 value-effect */ 1888 value-effect */
1892 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1893 maxdam /= area; 1890 maxdam /= area;
1894 if (RANDOM () % 100 < remainder) 1891 if (rndm (100) < remainder)
1895 maxdam++; 1892 maxdam++;
1896 } 1893 }
1897 1894
1898#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1900#endif 1897#endif
1901 1898
1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1902 if (hitter->owner) 1903 if (hitter->owner)
1903 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 op->enemy = hitter; 1906 op->enemy = hitter;
1906 1907
1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908 { 1909 {
1909 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1910 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1947 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1948 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1949 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1950 */ 1951 */
1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952 {
1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1954 remove_friendly_object (hitter);
1955
1956 hitter->destroy (); 1953 hitter->destroy ();
1957 } 1954
1958 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1959 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1960 { 1957 {
1961 int i; 1958 int i;
1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1969 return maxdam; 1966 return maxdam;
1970 } 1967 }
1971 1968
1972 op->remove (); 1969 op->remove ();
1973 1970
1974 for (i = 0; i < NROFNEWOBJS (op); i++) 1971 for (i = 0; i < op->stats.food; i++)
1975 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
1976 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1977 int j; 1974 int j;
1978 1975
1979 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2007 hitter->destroy (); 2004 hitter->destroy ();
2008 2005
2009 return maxdam; 2006 return maxdam;
2010} 2007}
2011
2012 2008
2013void 2009void
2014poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2015{ 2011{
2016 archetype *at = archetype::find ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2054 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2055 op->update_stats (); 2051 op->update_stats ();
2056 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2057 } 2054 }
2055
2058 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2062 } 2060 }
2061
2063 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2064 } 2063 }
2065 else 2064 else
2066 tmp->stats.food++; 2065 tmp->stats.food++;
2067} 2066}
2071{ 2070{
2072 archetype *at = archetype::find ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2073 object *tmp; 2072 object *tmp;
2074 2073
2075 if (at == NULL) 2074 if (at == NULL)
2076 {
2077 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2078 } 2076
2079 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080 { 2078 {
2081 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2082 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2083 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2084 } 2082 }
2085 else 2083 else
2086 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2087 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2088 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2089 op->update_stats (); 2088 op->update_stats ();
2090} 2089}
2091 2090
2108 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2109 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2110 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2111 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2112 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2113 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2115 2115
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2118 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2119} 2120}
2120 2121
2121void 2122void
2122blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2188 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2189 2190
2190/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2191} 2192}
2192 2193
2193
2194/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged. 2195 * the computed damaged.
2196 */ 2196 */
2197void 2197void
2198deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2206 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2207 2207
2208 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2209 2209
2210 if (hitter->slaying) 2210 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2212 return; 2212 return;
2213 2213
2214 def_lev = op->level; 2214 def_lev = op->level;
2215 if (def_lev < 1) 2215 if (def_lev < 1)
2216 { 2216 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2218 def_lev = 1; 2218 def_lev = 1;
2219 } 2219 }
2220
2220 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2221 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2222 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2223 2224
2224 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2239 */ 2240 */
2240 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2241 } 2242 }
2242 } 2243 }
2243 else 2244 else
2244 {
2245 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2246 }
2247} 2246}
2248 2247
2249/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2250 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2251 * monster). 2250 * monster).
2280 } 2279 }
2281 } 2280 }
2282} 2281}
2283 2282
2284/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2285
2286int 2284int
2287adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2288{ 2286{
2289 object *attacker = hitter; 2287 object *attacker = hitter;
2290 int adjust = 0; 2288 int adjust = 0;
2355#endif 2353#endif
2356 2354
2357 return adjust; 2355 return adjust;
2358} 2356}
2359 2357
2360
2361/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2362int 2359int
2363is_aimed_missile (object *op) 2360is_aimed_missile (object *op)
2364{ 2361{
2365 2362
2366 /* I broke what used to be one big if into a few nested 2363 /* I broke what used to be one big if into a few nested
2367 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2368 */ 2365 */
2369 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2370 {
2371 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2372 return 1; 2368 return 1;
2373 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2374 return 1; 2370 return 1;
2375 } 2371
2376 return 0; 2372 return 0;
2377} 2373}

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